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OmniVisor HUD

In-game play HUD lock. Low-clutter visor density, TFA-original marks. Illustrated source is volume 15. Master figures are OV1–OV11 so they do not collide with existing Figure H–H8 (gunfeel / movement / vision). Chat stills are OV29, OV31, and OV32 — full chat system lock lives in In-game Chat.

Canon helm term from Earth Worldbuilding: OmniVisor — full-field HUD / AR suite. GDD still labels vision mode 7 Aether Sight. Worldbuilding marks Spiritus Sight as rare / unstable and not standard OmniVisor issue.

This chapter locks the in-game play HUD. Feel is OmniVisor chrome — helmet brow and chin in frame, thin holographic lines on the glass, low clutter. All marks are TFA-original. The play HUD is not a GDD infographic page.

  • Shared chrome stays in FPP and TPP. The precision reticle is FPP-owned.
  • Energy Shield / Barrier and Physical Shield never share one icon.
  • Skill GUI, 15-slot paper doll, and Crafting Page are pause / station screens — not HUD.

This is the while-playing visor. Three anchors are player-locked. Everything else must earn a seat or it stays off-screen.

Top left — Shield / Armor / Health

  • Top bar: SHIELD / Barrier. Baseline color BLUE.
  • Middle bar: ARMOR / plate. Baseline color AMBER. Sits directly under Shield.
  • Bottom bar: HEALTH / Life / Vitality. Baseline color RED. Sits directly under Armor.
  • If active tentacles or an ability grant overshield, SHIELD and ARMOR tint PURPLE for the buff duration. HEALTH stays red.
  • Purple is a state tint, not a fourth bar. When the buff ends, blue and amber return.
  • Shield is always-on Energy Shield (Barrier / Aegis). Armor is plate. Health is the Life / Vit pool. Never merge the three.

Center top — Terra Firma symbol (Ultimate)

  • The Terra Firma / Shiv mark IS the Ultimate meter. Painted Shiv (horns, three spikes, needle chin, inner mask lines). File lock: tf_shiv_logo.png (fire: tf_shiv_logo_fire.png). Stamp it onto HUD stills — never generate a new skull, helmet, or triangle-eye. No second Ultimate bar. No metal ring.
  • Play HUD stills show the mark on fire. Charge also reads on a facet wireframe around the mark.
  • Empty 0%: mark dead iron; facet lines hairline, no glow.
  • Low ~25%: a few facet traces light HUD cyan. Mark still dim. No full flame.
  • Mid ~50%: most facet lines lit; mark warming to ember.
  • High ~75%: facet lines bright; mark hot outline.
  • Full 100%: Shiv on fire. Facet lines go white-hot as a glass halo.
  • On spend: flame dies first, then facet glow collapses to hairline. No leftover ring.
  • A thin Kinetic Flow ring may sit around the gem (visor chrome, not a metal border). Flow and Ultimate are separate meters that both read kills.

Top right — Character Level + XP, then Skill / Arms Energy

  • Character level number and the XP fill sit at top-right, above Energy. This is progress only.
  • Unspent points, + / −, and Commit stay on Character screen I. Do not put spend controls on the visor.

Lock plate. Play HUD top-right: Character Level and XP bar above Energy.

Lock plate. Visor top-right = Level + XP. Spend controls stay on I.

Top right — Skill / Arms Energy

  • One ENERGY pool for Combat skills and tentacles / Mechanical Arms.
  • Regens slowly on its own. Pickups accelerate fill.
  • Offensive casts and tentacle verbs drain this pool. Some Defensive tentacle skills may restore it.
  • Three tiny tentacle pips sit under the meter (Off or Def from the tentacle mounted on Upper / Mid / Lower). Pre-gate: one Mechanical Arms pip.

Vision modes

  • Small VISION chip under the Terra Firma symbol. Shows the active mode name.
  • Seven pips (1–7). Only one lit. Cycle with the Vision Mode bind.
  • The visor tint / overlay is the mode. The chip is only the label. Shared chrome stays readable.

Visor density: tracker, ammo, reticle, hit direction, waypoints. TFA systems that earn a seat:

Always on

  • Center reticle + bloom ring (FPP). Weapon-link reticle from Firehand Bus, not one generic crosshair.
  • Incoming-hit chevrons on the visor rim.
  • World-space IFF brackets (friend / foe / squad). Not a second radar panel.
  • Bottom left: motion tracker / IFF disc. Sonar / Pulse Echo can take over this disc while that mode is active.
  • Bottom right: current weapon + mag / reserve + reload. Compact stance pip (solo / dual / shield / 2H) — not the full 1–7 strip.
  • Ammo economy bricks: Field / Specialist / Siege (replaces Primary / Special / Heavy). Show brick type + reserve.
  • Grenade slot sits with ammo: type icon + count. Type is the one grenade dropped onto the Ordnance doll slot. Max 2 charges.
  • Physical Shield guard pip only when the board is in-hand.
  • Top-right Character Level + XP bar, above Energy. Progress only — spend stays on I.
  • Combat hotbar (6) + CDs under top-right Energy: Ultimates and/or Combat-tree skills dragged from Character I. Keys Q / E / Z / X / C / F. V is Vision, not a hotbar key. Tentacles and grenades never. CD = cooldown.
  • Active Customizable loadout pip (1 of 4) next to the Terra Firma symbol.
  • Online: faded chat log above the tracker (compose closed until Enter).

Contextual — appear when needed

  • Active aura icons — max a few small pips under top-right Energy.
  • Proc / DoT / CC pips.
  • Overclocked visor pulse at Flow Tier 2. Singularity flare at 30, then reset.
  • Shift-Out 0.2 s frame during TPP→FPP.
  • Comms interface (Dea is a person / handler — not an alliance). Handler text, not a portrait billboard.
  • GUI locator: FE30 is the primary lock (quiet world pip + heading tape + tracker gold blip). FE28 (pip only) and FE29 (heading tape) are secondary options. Name + distance on Tap Tab / M ping only. Off-FOV: tape + tracker + tiny rim tick. No nameplate on the sights. While chat compose is up, Tab cycles chat channels instead of ping / map.
  • Online player chat: last few log lines above the tracker. Enter opens compose. Tab cycles Fireteam → Clan → Match → General → Proximity (Whisper is not Tab). Full lock: In-game Chat. Discord is not this chat.
  • Interact / vault prompt — OmniVisor contextual chrome (not Carbon UI). Interact shares E with hotbar slot 2: when the prompt is legal, Interact wins (be careful near interactables). Vault still executes on Space. Parkour detect / MotionWarp may come from absorbed Carbon logic; the prompt widget is Terra Firma.
  • Suit Cell / brownout warning.
  • Hit / headshot marks. Crit % marks Story-only.

Stay off the play HUD

  • Full hotkey strip 1–7. Weapon wheel / pause shows the rest.
  • Compass rose painted over the world. The heading tape is a thin brow strip only.
  • Skill GUI, paper doll, Crafting Page, Customizable 4x4 dock. The 1-of-4 loadout pip stays on the visor.
  • A second Ultimate bar. The Terra Firma symbol is the only Ultimate read.
  • Discord as a chat channel. A Command Deck chat tab. Chat on Character screen I.

CD means cooldown: after a skill fires, that icon waits before it can fire again. Energy is the cost. CD is the wait. They are not the same meter.

  • Six hotbar slots under top-right Energy. Drag Ultimates (from Customizable rows) and/or Combat-tree skills onto them on Character I.
  • Keys are fixed: Q / E / Z / X / C / F. When an Interact prompt is legal, E prefers Interact over the slot-2 skill. V cycles Vision (not a hotbar key).
  • Pad (playtest default): hold LB / L1 opens the ability radial for those six slots; right stick aims; release LB casts. Tap RB = reload; hold RB = stance wheel. Y / Triangle = grenade. R3 = tentacles Active / Inactive. D-pad Down = Interact. D-pad Up = Vision.
  • Each slot shows icon, ready / empty-Energy / Ultimate charge gate, and a cooldown sweep.
  • Aura skills on the bar show toggle ON / OFF plus upkeep drain, not only a tiny pip.
  • Tentacles never occupy the hotbar — Active / Inactive with T. Grenades stay with ammo (G). Customizable 4×4 stays empowerment-only.
  • Apex Ultimate extras: charge pips on the Terra Firma symbol; a duration ring while the Ultimate is running.
  • Charge weapons draw a charge ring in the Firehand Bus reticle: Fusion, Linear, Trace, Wave, Bow, Support frame, Charged Strike.
  • Ring fills while held. Release / dump follows that weapon’s frame.
  • Trace / Fusion-class vent or overheat is a pip on the same ring. Mag / Cell brick still reads bottom-right.
  • Support frame: charge builds on damage dealt; hip-fire at allies spends charge. Ally-valid reticle when a teammate is under the aim point.
  • Looked-at hostile gets a target plate: name / rank + Shield (blue) / Armor (amber) / Health (red).
  • The aim plate sits over that enemy’s head (world-space). It is not a screen-center element and it is not the reticle.
  • Grunt: short plate. Elite / brawler: longer plate — break Barrier / armor first (TTK lock).
  • Major boss / raid / named Unique: the boss plate is always middle-bottom of the visor for the whole encounter. It does not follow a head and it does not leave that seat.
  • Adds and looked-at trash during a boss fight still get over-head aim plates. The major-boss plate stays middle-bottom.
  • Player Shield / Armor / Health stay top-left. Target plates are a separate read. Do not merge them.
  • Miss vs AR / Def shows a miss tick on the plate / reticle, not a hit mark.

Ammo bricks — Field / Specialist / Siege

Section titled “Ammo bricks — Field / Specialist / Siege”

Play HUD and future GDD language use Field / Specialist / Siege, not Primary / Special / Heavy. These are ammo-economy bricks, not damage channels.

  • Field — common everyday brick (was Primary).
  • Specialist — uncommon specialist brick (was Special).
  • Siege — rare heavy / ordnance brick (was Heavy).
  • Bottom-right shows: mag count, reserve, and which brick the drawn weapon eats.

Older GDD volumes may still say Primary / Special / Heavy until a global rename pass. Vol. 15 is the name lock.

Figure OV1. Play HUD lock — Low-clutter visor density. Top-left Shield (blue) / Armor (amber) / Health (red). Center-top Terra Firma symbol as Ultimate (no metal ring; facet glow then f

Figure OV1. Play HUD lock — Low-clutter visor density. Top-left Shield (blue) / Armor (amber) / Health (red). Center-top Terra Firma symbol as Ultimate (no metal ring; facet glow then flame). Top-right Character Level + XP, then Skill / Arms Energy. Vision chip under the symbol. Tracker bottom-left. Ammo + grenade bottom-right.

Figure OV2. Play HUD states — baseline blue / amber / red · tentacle/overshield purples Shield + Armor only (Health stays red). Terra Firma symbol charge uses the facet-glow ladder

Figure OV2. Play HUD states — baseline blue / amber / red · tentacle/overshield purples Shield + Armor only (Health stays red). Terra Firma symbol charge uses the facet-glow ladder (see OV6), not a metal ring.

Figure OV3. Vision chip under the Terra Firma symbol. Visor overlay is the mode. Shared chrome stays readable.

Figure OV4. Clean FPP play frame. Keep the grenade slot by ammo. Drop extra ability icons that are not in this lock. Grenade families TBD.

Figure OV5. Skill hotbar + CDs (cooldown), charge-weapon reticle, target / boss plate. Ammo bricks: Field / Specialist / Siege.

Figure OV6. Terra Firma symbol Ultimate charge ladder — empty / low / mid / high / full. No metal ring. Charge on gem facet lines. Flame only at 100%.

Alternates (not the ship lock). OV6-ALT plates use the OV7 complex circular diamond only — gem lattice, no Shiv. Primary lock remains Figure OV6 / stamped Shiv where required.

Figure OV6-ALT. Alternate — Ultimate charge ladder on OV7 complex diamond (gem only, no Shiv).

Figure OV6-ALT. Alternate — Ultimate charge ladder on OV7 complex diamond (gem only, no Shiv). Not the ship lock.

Figure OV6-ALT-EMPTY. Alternate — complex diamond empty 0%.

Figure OV6-ALT-EMPTY. Alternate — complex diamond EMPTY 0% (gem only, no Shiv).

Figure OV6-ALT-LOW. Alternate — complex diamond low 25%.

Figure OV6-ALT-LOW. Alternate — complex diamond LOW 25% (gem only, no Shiv).

Figure OV6-ALT-MID. Alternate — complex diamond mid 50%.

Figure OV6-ALT-MID. Alternate — complex diamond MID 50% (gem only, no Shiv).

Figure OV6-ALT-HIGH. Alternate — complex diamond high 75%.

Figure OV6-ALT-HIGH. Alternate — complex diamond HIGH 75% (gem only, no Shiv).

Figure OV6-ALT-FULL. Alternate — complex diamond full 100%.

Figure OV6-ALT-FULL. Alternate — complex diamond FULL 100% flame lattice (gem only, no Shiv).

Figure OV7. System map — Shield / Armor / Health, top-right Character Level + XP then Energy, Stamina, Terra Firma symbol as Ultimate, Flow ring, vision chip, IFF, incoming-hit chevrons.

Figure OV8. Weapon Link / stance — reticle family, bloom, mag / ammo, hotkeys 1–7, stance badges, Phys Shield guard.

Figure OV9. Seven vision-mode overlays. One mode at a time. Shared chrome must stay readable under each skin.

Figure OV10. Combat and world cues — Flow states, Shift-Out, takedown, auras, tentacles, Ultimate, channels, Comms interface, objectives.

Figure FE24. Dense 3D waypoint plate.

Figure FE24. Dense callout plate — superseded by FE27–FE30. Do not ship this on the reticle.

Figure FE26. Illustrated OmniVisor 3D waypoint still.

Figure FE26. Anti-example — nameplate and rings on the reticle. Do not ship this density.

Figure FE27. Waypoint density seats.

Figure FE27. Seat diagram. Primary lock is FE30.

Figure FE30. Primary GUI locator lock.

Figure FE30. Primary lock — quiet pip + heading tape + tracker gold blip. Painted Shiv on fire.

Figure FE28. Secondary option, world pip only.

Figure FE28. Secondary option — world pip only. Name hides until ping.

Figure FE29. Secondary option, heading tape.

Figure FE29. Secondary option — heading tape as the heading cue. Shiv stays center.

Figure OV11. FPP vs TPP HUD. Firearm stance → FPP reticle active. Melee equipped → always TPP; precision reticle dropped or softened.

Online player chat chrome sits lower-left above the tracker (W_TFA_Chat). This chapter owns the seat only. Channels, Whisper / Match / Proximity, compose rules, report, and TBDs live in In-game Chat. Walk it in UX · Play HUD.

  • Enter opens compose (Online, in play, no overlay). Solo: no widget.
  • While compose is up, Tab cycles chat channels (no map / ping). Full channel table on In-game Chat.
  • Stills OV29 / OV31 / OV32 stay linked from the chat chapter. Do not number a chat still OV30.

These pieces stay on the visor in both perspectives. They are the OmniVisor identity layer — Shield, Armor, Health, Barrier, Flow, vision, IFF.

Energy Shield / Barrier bar

  • Play HUD name: SHIELD. Top-left, blue. Always-on Energy Shield (Barrier / Aegis).
  • Never look like a Physical Shield. Different slot, different job, different icon.

Armor / plate bar

  • Play HUD name: ARMOR. Amber bar under Shield. Plate integrity — not Life.

Life / Vitality bar

  • Play HUD name: HEALTH. Red bar under Armor. Vit + Trauma Weave affixes feed this meter.

Energy pool

  • Play HUD name: SKILL / ARMS ENERGY. Top right. Slow regen; pickups accelerate.

Stamina / sprint reserve

  • Not on the play HUD unless a later pass asks. Dodge / Roll cost is still TBD.

Kinetic Flow Meter

  • Thin ring around the Terra Firma symbol. Combo 0–15 / 15–30 Overclocked / 30+ Singularity.
  • At 30: auto Special Takedown in TPP, then Flow resets to 0 / Tier 1.

Vision mode badge

  • Chip under the Terra Firma symbol. Cycle with Vision Mode binding.

Incoming-hit chevrons

  • Direction pips on the visor rim when Shield, Armor, or Health is struck.

IFF / squad brackets

  • Friend / foe / squad paint in world space. Tracker disc is the compact read.

Firehand Bus IDs the Dual Armory mag and draws the equipped gun’s reticle. Do not author one generic crosshair for every frame.

FPP reticle + bloom ring

  • Center reticle fully active in firearm FPP. Bloom ring grows as the accuracy cone opens.

ADS reticle

  • Tighter optic while LT / L2 Precision Aim is held.
  • HARD LOCK: ADS disabled in any dual-weapon stance. HARD LOCK: ADS disabled while Physical Shield is in-hand (Gun + Physical Shield or Melee + Physical Shield). Solo firearm / solo 2H gun only.

Magazine + reserve ammo

  • Bottom right. Rounds in mag, reload state, reserve, Field / Specialist / Siege brick. That reserve is the ammo counter.
  • Ammo bricks auto-pick up into the matching reserve until the cap. At cap, leftover bricks stay on the ground. Never a bag tile.
  • Grenade slot: equipped Ordnance type + charge count next to ammo. Max 2 charges (Heavy Payload 3).

Loadout strip 1–7

  • Not on the play HUD. Lives on the weapon wheel / pause. Play HUD shows the active weapon only.

Physical Shield guard

  • Block / bash / guard read only when the board is in-hand.

Each mode is a full overlay skin. Shared chrome must remain readable. Only one mode active at a time.

  • 1 — Normal Light. Default visible spectrum. Best UI / reticle readability.
  • 2 — Infrared. Low-light silhouette boost. Not the same as Heat.
  • 3 — Heat. Thermal bloom on bodies, engines, discharge, recent footprints.
  • 4 — Ultraviolet. Stains, nanite residue, glyphs, tripwires.
  • 5 — Sonar / Pulse Echo. Short-range ping map. Takes over the bottom-left tracker disc.
  • 6 — Motion Trace. Fading afterimage trails of recent displacement.
  • 7 — Aether Sight. Auras, conduit glow, Phonon Chord signatures, tentacle power draw.
  • No dedicated weapon-swap button. Stance dictates camera.
  • Firearm stance, or LT / RT → First-Person. Reticle fully active.
  • Melee equipped → always TPP. Drop or soften the precision reticle. Keep Shield, Armor, Health, Terra Firma symbol, Energy, vision chip, IFF.
  • Special Takedown always pulls to TPP, then Flow resets to Tier 1.
  • Combat hotbar: 6 slots locked (Q/E/Z/X/C/F). V = Vision.
  • Grenade families / throwables — slot is locked on the play HUD; roster TBD.
  • Global GDD rename pass: Primary / Special / Heavy → Field / Specialist / Siege.
  • Terra Firma symbol art is locked: no metal ring; facet-glow ladder then flame (Figure OV6). OV6-ALT plates are alternates only (complex diamond, no Shiv) — not the ship lock.
  • How much purple bleed each tentacle set applies (Shield only vs Shield + Armor). Current lock: Shield + Armor; Health stays red.
  • Whether pickups that feed Skill / Arms Energy are world bricks, orbs, or both.
  • Dodge / Roll stamina or Energy cost.
  • Aether Sight vs Spiritus Sight name sync.
  • Chat message limit / flood / gamepad binds: TBA (TBD-033). Proximity radius meters TBA. Owned by In-game Chat — do not invent numbers here.

Illustrated volume 15 keeps Figures H1–H11. This master chapter uses OV1–OV11. Chat stills are OV29, OV31, and OV32 (OV30 is unused so it does not collide with FE30). Message limit TBA and the full channel bible live on In-game Chat.